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Corner sofa on UnrealMadrid

This is a sofa that I designed from a variety of references in real scale for my rewarded by the Nvidia Edge program UE4 solo project UnrealMadrid. I made all the pipeline process from design, through texture creation to pose it on UE4.
More info in the captions.
LINKS TO DOWNLOAD the full project from Google Drive:
Windows 64bits: http://bit.ly/UMadrid64_1 (less than 2Gb)

Firstly, it was hardsuface modeled with high detail, then I modeled some variation and wrinkles in ZBrush to create the high poly mesh. When it was done, I remeshed it by hand and removed all the unseen faces to create the low poly model.

Firstly, it was hardsuface modeled with high detail, then I modeled some variation and wrinkles in ZBrush to create the high poly mesh. When it was done, I remeshed it by hand and removed all the unseen faces to create the low poly model.

As the sofa is pretty big and the UnrealMadrid project has two evil features for the texturers as the zoom view and camera mode that permits the player to look at the objects at very crazy close distance, I decided to split the fabric part in 2 materials.

As the sofa is pretty big and the UnrealMadrid project has two evil features for the texturers as the zoom view and camera mode that permits the player to look at the objects at very crazy close distance, I decided to split the fabric part in 2 materials.

One 4k texture was not enough to achieve the detail I needed and using two was the solution after my tests. It adds a draw call more but it was the only license I took as it's a main prop in the experience.

One 4k texture was not enough to achieve the detail I needed and using two was the solution after my tests. It adds a draw call more but it was the only license I took as it's a main prop in the experience.

I made manually the collisions to fit close to the model as the automated system of collisions creation of UE4 has problems with that kind of meshes and I wanted the player could walk around or put the camera on the sit of the sofa to take his pictures.

I made manually the collisions to fit close to the model as the automated system of collisions creation of UE4 has problems with that kind of meshes and I wanted the player could walk around or put the camera on the sit of the sofa to take his pictures.

I had to select 2k lightmap density on that static meshes as it's a big prop in a critical place for lighting as that hard lights over it.

I had to select 2k lightmap density on that static meshes as it's a big prop in a critical place for lighting as that hard lights over it.

My main material setup for almost every mesh in the project wich needs high texturing quality . I needed  a normal map and an ambient occlussion map of the mesh by baking it from its high poly mesh and mixing them with... (continue next caption)

My main material setup for almost every mesh in the project wich needs high texturing quality . I needed a normal map and an ambient occlussion map of the mesh by baking it from its high poly mesh and mixing them with... (continue next caption)

(continue from last cap.) .. their corresponding of the fabric material I want to use. This way I could tile just the fabric as I want and get a very good detail. The legs of the sofa had the same approach but using 2k textures for the shape.

(continue from last cap.) .. their corresponding of the fabric material I want to use. This way I could tile just the fabric as I want and get a very good detail. The legs of the sofa had the same approach but using 2k textures for the shape.

The cushions were created in Marvelous Designer at a very high density then I remeshed them pretty automated with a trick in Maya. I have tested many ways and this is the best in many aspects.

The cushions were created in Marvelous Designer at a very high density then I remeshed them pretty automated with a trick in Maya. I have tested many ways and this is the best in many aspects.

A detail of the cushions in Marvelous Designer(upside) and the low (after the trick) and the high polys I got.

A detail of the cushions in Marvelous Designer(upside) and the low (after the trick) and the high polys I got.

Examples of the camera mode that explain why I had to use this technique.

Examples of the camera mode that explain why I had to use this technique.

Camera mode has a very high field of view range and camera can look at the props very closely.

Camera mode has a very high field of view range and camera can look at the props very closely.

An example of the detail I get for a medium PC interactive project. Links to download in the description.

An example of the detail I get for a medium PC interactive project. Links to download in the description.

Video walk around the sofa in real time in he project.